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Article #709992

Re: Some observations on Supreme Commander

#709992
From: Loren Pechtel
Date: Wed, 14 Mar 2007 23:14
81 lines
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On Wed, 14 Mar 2007 04:31:15 GMT, John Doe <jdoe@usenetlove.invalid>
wrote:

>Loren Pechtel <lorenpechtel@hotmail.invalid.com> wrote:
>
>> 1)   If you're running it with two screens you *NEED* a
>> scrollwheel mouse--there appears to be no other way to zoom/unzoom
>> the second screen.  It's a lot easier even on the main screen.
>
>You mean using the mouse wheel/pointer to zoom/position is easier
>than moving the screen around by the pointer at the edge of the
>screen or pressing the arrow keys? Seems that way to me. It's one of
>those features I catch myself trying to use in another program. Not
>much use for a minimap either IMO. 

How do you zoom the *SECOND* screen with the keyboard?  I sure never
found how.

>> 2)  The comments about spending a lot of time with it zoomed so
>> far out that units are only dots seems quite accurate.  
>
>These two settings control strategic icons. 
>Options -- Gameplay -- Always Render Strategic Icons = On/Off 
>Options -- Video -- Level of Detail = Low/Medium/High 
>That setting adjusts strategic icon show distance. Low makes icons
>show up sooner. 
>
>I like the strategic icons. Looks like the next big thing in RTS.
>And it's about time IMO. 

I was seeing them as strategic icons.

>> 3)  Beware of pathfinding problems.  It looks like rather than
>> slowing down when it gets stuck with pathfinding they took a
>> different approach--quit trying.  I sent a large force to a
>> distant location and there was a mountain range that forced them
>> to walk in a big bow shape rather than straight.  Virtually every
>> unit of mine came to a halt until I figured out what was up.
>
>I noticed that when I was messing around, but apparently few have
>trouble with it in actual play. 

It's the only time it's happened to me although previously I noticed
that it didn't do a good job going around a mountain.  In this case I
didn't even realize the mountain was there at first, it looked too
much like the ground.

Note, also, that it was *EVERY* unit of mine, not just the affected
ones.

>There is a problem with overly aggressive resource gathering. Used
>to be, engineers would gather resources only when out of resources.
>Now, engineers gather resources even if you have tons of resources.
>They gather resources anytime your resource flow is negative.
>Hopefully that will be fixed in the next patch, or at least soon. 

So long as they don't go too far astray what's the problem?  I wish
they would be better at finding work like repairing anything near them
that was damaged.

>Every indication so far is that this game will be supported to the
>max. Keeping my fingers crossed. Looks like it's still selling. 
>
>> 4)  In the campaign, save before competing an objective. 
>> Sometimes the result is the map will be expanded exposing new
>> threats that you are in no shape to deal with.  (Spoiler examples
>> below) 
>> 
>> 5)  It's got unit limits that can be annoying at times.
>
>The series is known for large populations.
>I guess you mean a campaign.

The problem is that you can't really build as many units as the threat
would warrant.  The UEF 6 final battle is *HARD* because of
this--you're hit by wave after wave after wave.  (Probably the other
final battles are also but I haven't gotten there yet.)  I was using
my strategic nukes as tactical weapons--I fired every silo dry and all
but one reload during that battle.  When Black Sun was finally ready
to shoot about all I had left were some subs and my gunships.  There
were enough enemies out there that I likely would have been overrun.
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From: Loren Pechtel <lorenpechtel@hotmail.invalid.com>
Newsgroups: comp.sys.ibm.pc.games.strategic
Subject: Re: Some observations on Supreme Commander
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